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251 lines
6.6 KiB
251 lines
6.6 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "PlayerListDialog.h"
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include <vgui_controls/ListPanel.h>
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#include <KeyValues.h>
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#include <vgui_controls/Label.h>
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#include <vgui_controls/Button.h>
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#include <vgui_controls/MessageBox.h>
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#include <vgui_controls/ComboBox.h>
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#include "EngineInterface.h"
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#include "game/client/IGameClientExports.h"
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#include "GameUI_Interface.h"
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#include "steam/steam_api.h"
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#include "fmtstr.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CPlayerListDialog::CPlayerListDialog(vgui::Panel *parent) : BaseClass(parent, "PlayerListDialog")
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{
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SetSize(320, 240);
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SetTitle("#GameUI_CurrentPlayers", true);
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m_pMuteButton = new Button(this, "MuteButton", "");
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m_pPlayerList = new ListPanel(this, "PlayerList");
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m_pPlayerList->AddColumnHeader(0, "Name", "#GameUI_PlayerName", 180);
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m_pPlayerList->AddColumnHeader(1, "Properties", "#GameUI_Properties", 80);
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m_pPlayerList->SetEmptyListText("#GameUI_NoOtherPlayersInGame");
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LoadControlSettings("Resource/PlayerListDialog.res");
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CPlayerListDialog::~CPlayerListDialog()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerListDialog::Activate()
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{
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BaseClass::Activate();
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// refresh player list
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m_pPlayerList->DeleteAllItems();
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int maxClients = engine->GetMaxClients();
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for (int i = 1; i <= maxClients; i++)
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{
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// get the player info from the engine
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player_info_t pi;
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if ( !engine->GetPlayerInfo(i, &pi) )
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continue;
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char szPlayerIndex[32];
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Q_snprintf(szPlayerIndex, sizeof( szPlayerIndex ), "%d", i);
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// collate user data then add it to the table
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KeyValues *data = new KeyValues(szPlayerIndex);
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data->SetString("Name", pi.name );
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data->SetInt("index", i);
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// add to the list
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m_pPlayerList->AddItem(data, 0, false, false);
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}
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// refresh player properties info
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RefreshPlayerProperties();
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// select the first item by default
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m_pPlayerList->SetSingleSelectedItem( m_pPlayerList->GetItemIDFromRow(0) );
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// toggle button states
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OnItemSelected();
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}
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//-----------------------------------------------------------------------------
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// Purpose: walks the players and sets their info display in the list
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//-----------------------------------------------------------------------------
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void CPlayerListDialog::RefreshPlayerProperties()
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{
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for (int i = 0; i <= m_pPlayerList->GetItemCount(); i++)
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{
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KeyValues *data = m_pPlayerList->GetItem(i);
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if (!data)
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continue;
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// assemble properties
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int playerIndex = data->GetInt("index");
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player_info_t pi;
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if ( !engine->GetPlayerInfo( playerIndex, &pi) )
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{
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// disconnected
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data->SetString("properties", "Disconnected");
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continue;
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}
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data->SetString( "name", pi.name );
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bool muted = false, friends = false, bot = false;
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if ( GameClientExports() && GameClientExports()->IsPlayerGameVoiceMuted(playerIndex) )
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{
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muted = true;
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}
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if ( pi.fakeplayer )
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{
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bot = true;
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}
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if (bot)
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{
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data->SetString("properties", "CPU Player");
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}
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else if (muted && friends)
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{
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data->SetString("properties", "Friend; Muted");
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}
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else if (muted)
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{
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data->SetString("properties", "Muted");
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}
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else if (friends)
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{
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data->SetString("properties", "Friend");
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}
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else
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{
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data->SetString("properties", "");
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}
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}
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m_pPlayerList->RereadAllItems();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles the AddFriend command
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//-----------------------------------------------------------------------------
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void CPlayerListDialog::OnCommand(const char *command)
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{
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if (!stricmp(command, "Mute"))
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{
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ToggleMuteStateOfSelectedUser();
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}
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else
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{
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BaseClass::OnCommand(command);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: toggles whether a user is muted or not
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//-----------------------------------------------------------------------------
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void CPlayerListDialog::ToggleMuteStateOfSelectedUser()
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{
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if (!GameClientExports())
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return;
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for ( int iSelectedItem = 0; iSelectedItem < m_pPlayerList->GetSelectedItemsCount(); iSelectedItem++ )
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{
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KeyValues *data = m_pPlayerList->GetItem( m_pPlayerList->GetSelectedItem( iSelectedItem ) );
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if (!data)
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return;
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int playerIndex = data->GetInt("index");
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Assert(playerIndex);
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if (GameClientExports()->IsPlayerGameVoiceMuted(playerIndex))
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{
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GameClientExports()->UnmutePlayerGameVoice(playerIndex);
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}
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else
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{
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GameClientExports()->MutePlayerGameVoice(playerIndex);
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}
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}
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RefreshPlayerProperties();
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OnItemSelected();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CPlayerListDialog::OnItemSelected()
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{
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// make sure the data is up-to-date
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RefreshPlayerProperties();
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// set the button state based on the selected item
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bool bMuteButtonEnabled = false;
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if (m_pPlayerList->GetSelectedItemsCount() > 0)
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{
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KeyValues *data = m_pPlayerList->GetItem(m_pPlayerList->GetSelectedItem(0));
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player_info_t pi;
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int iLocalPlayer = engine->GetLocalPlayer();
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int iPlayerIndex = data->GetInt("index");
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bool isValidPlayer = engine->GetPlayerInfo( iPlayerIndex, &pi );
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// make sure the player is not a bot, or the user
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// Matt - changed this check to see if player indeces match, instead of using friends ID
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if ( pi.fakeplayer || iPlayerIndex == iLocalPlayer ) // || pi.friendsID == g_pFriendsUser->GetFriendsID() )
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{
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// invalid player,
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isValidPlayer = false;
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}
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if (data && isValidPlayer && GameClientExports() && GameClientExports()->IsPlayerGameVoiceMuted(data->GetInt("index")))
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{
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m_pMuteButton->SetText("#GameUI_UnmuteIngameVoice");
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}
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else
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{
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m_pMuteButton->SetText("#GameUI_MuteIngameVoice");
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}
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if (GameClientExports() && isValidPlayer)
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{
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bMuteButtonEnabled = true;
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}
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}
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else
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{
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m_pMuteButton->SetText("#GameUI_MuteIngameVoice");
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}
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m_pMuteButton->SetEnabled( bMuteButtonEnabled );
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}
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